Aircraft in For of war vs Infantry
Aircraft in For of war vs Infantry
Am I the only one who doesn't like this?
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I had a conversation in discord a week ago about the issue that not only there is no notification about your units under fire apart from firing sound (that's understandable given there would be too much of those), but when this firing is out of vision you are not even able to guess where it happens because animation could be several bleak pixels. So if you have lone riflemen stationed around the map and one of them gets fired at you have to manually check all of them before he dies.
So RevealOnFire actually looks promising, it should not be a lot of vision (maybe even 5 cell sector is enough) not to reveal too much around the firing unit. Because scoutillery will have another meaning
So RevealOnFire actually looks promising, it should not be a lot of vision (maybe even 5 cell sector is enough) not to reveal too much around the firing unit. Because scoutillery will have another meaning
Thanks Frame_Limiter for this link: http://resource.openra.net/maps/22540/
It is interesting, it applies to more units, defenses,..
You can adjust radius or duration,..
It is interesting, it applies to more units, defenses,..
You can adjust radius or duration,..
I like the fact Hinds can situationally act as infantry counter but outranging infantry would feel better to play instead of "outvisioning".SoScared wrote: ↑RA being such an infantry heavy mod ought to allow for higher tier units such as aircraft to fully dominate them. Lone walker infantry units being picked off from undisclosed positions seem to fit right into the game.
Actually nevermind that would be impossible because someone decided all our units have worse vision than range.
The supreme art of war is to subdue the enemy without fighting.
-Sun Tzu
-Sun Tzu
Any change to this (increasing vision for inf or reveal on fire) will kill advantages by rangers or dogs, basicaly downskilling early game.
I like dogs, and 5A loves his rangers -- don't do it.
Hinds are strong, because they are fucking strong, not because of infantry vision.
I like dogs, and 5A loves his rangers -- don't do it.
Hinds are strong, because they are fucking strong, not because of infantry vision.
Check out Dune2k-Advanced on my moddb page!
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For the TD side of things I know its been discussed about other situations for RevealOnFire with units. I played several games (With the modified skirmish mode in TFD) of CNC95 to get some ideas and handles on unit reveals.
For this idea im willing to discuss further in IRC on potential problems that could occur but also make note on the pros that it could provide.
For this idea im willing to discuss further in IRC on potential problems that could occur but also make note on the pros that it could provide.
Faintly related, the newly added RevealOnDeath trait could highlight the kill spot for a few seconds.
https://github.com/OpenRA/OpenRA/pull/12999
This is something I've fantasized particularly with Yak crashes as you'd be able to see its impact.
In general it would simply function as a notification to where your units were located last and in some cases reveal enemy units passing by the kill-spot.
*posted a ticket: https://github.com/OpenRA/OpenRA/issues/13864
https://github.com/OpenRA/OpenRA/pull/12999
This is something I've fantasized particularly with Yak crashes as you'd be able to see its impact.
In general it would simply function as a notification to where your units were located last and in some cases reveal enemy units passing by the kill-spot.
*posted a ticket: https://github.com/OpenRA/OpenRA/issues/13864
Last edited by SoScared on Sat Aug 19, 2017 11:31 am, edited 1 time in total.